Procedural Game Adaptation: Framing Experience Management as Changing an MDP

Thue, David (University of Alberta) | Bulitko, Vadim (University of Alberta)

AAAI Conferences 

In this paper, we present the Procedural Game Adaptation (PGA) framework: a designer-controlled way to adapt the Changing the dynamics of a video game (i.e., how the dynamics of a given video game during end-user play. When player's actions affect the game world) is a fundamental tool implemented, this framework produces a deterministic, online of video game design. In Pac-Man, eating a power pill allows adaptation agent (called an experience manager (Riedl the player to temporarily defeat the ghosts that pursue et al. 2011)) that automatically performs two tasks: 1) it and threaten her for the vast majority of the game; in Call gathers information about a game's current player, 2) it of Duty 4, taking the perk called "Deep Impact" allows the uses that information to estimate which of several different player's bullets to pass through certain walls without being changes to the game's dynamics will maximize some playerspecific stopped. The parameters of such changes (e.g., how much value (e.g., fun, sense of influence, etc.). the ghosts slow down while vulnerable) are usually determined by the game's designers long before its release, with

Duplicate Docs Excel Report

Title
None found

Similar Docs  Excel Report  more

TitleSimilaritySource
None found